TerraDave
5ever, or until 2024
this may or may not be self explanatory
EDIT: Ok, below is sort of a list of all the main choices for the game, on both the DM and Player side.
Couple of questions:
1)what would you choose
2) what else could be here, or what is here that you don't expect to see.
4d6, keep best-->point buy
------------------>More generous but random
------------------> 3d6 in order
------------------> Alt char gen (life path, 0 level test characters, etc)
Ability scores-->Simple Skills-->More involved Skills
------------------> Skill challenges
------------------> Non combat conflict rules
------------------> Old school, roll less approach
Standard Races--> Feat customizable races
------------------> Flexible race features
------------------> Variant, non core, races and sub-races
------------------> Themes, origins, backgrounds, etc
Standard Classes --> Feat customizable classes (--> custom/point buy classes)
------------------> Flexible class features
------------------> Variant, non core, classes
------------------> Variant power sources (psionics, alt magic systems)
----------------(--> see themes above)
9 alignments--> that matters somewhat
------------------> Or not
------------------> Or are different
Spells for some --> Powers for more
------------------> Combat maneuvers
------------------> Meta-magic
----------------(--> Variant power sources (psionics, alt magic systems)
“BECMI with ascending AC” combat --> more grid oriented, attacks of opportunity combat
------------------> Action points
------------------> (more interesting) crits and fumbles
------------------> Parry rolls, facing, other combat options
------------------>Alt defenses (static if saves default…)
------------------> (see power and maneuvers above)
Healing daily, or with a cleric --> more generous resting rules
------------------> Surges
------------------> Wound system
Drop at 0, dead at -10 --> dead at this…or that…but not quite yet
------------------> 0=dead
Opponents in a monster book --> have simple underlying math and can be adjusted easily
------------------> “built” with some work
Standard equipment --> superior/exotic items
------------------> Odd and inferior items
------------------> Alchemical items
------------------> Encumbrance--> bulk system
Default treasure set by DM--> that can sometimes be made or bought
------------------> Formally influenced by PCs
------------------> Cursed
------------------> Intelligent
------------------> Artifact
------------------> Trade goods and non-standard treasure
------------------> Alternate rewards (titles, etc)
------------------> Ray guns and flying cars
Adventure with the party--> +trusted retainers
------------------> Followers, some day
------------------> A castle, some day
------------------> A domain, some day
------------------> Complications (ie a personal life)
------------------> Contacts (with rules for them)
Minimal default setting --> Elaborated default
------------------>Homebrew
------------------> Published setting
------------------> Default cosmology -->Alt cosmology
EDIT: Ok, below is sort of a list of all the main choices for the game, on both the DM and Player side.
Couple of questions:
1)what would you choose
2) what else could be here, or what is here that you don't expect to see.
4d6, keep best-->point buy
------------------>More generous but random
------------------> 3d6 in order
------------------> Alt char gen (life path, 0 level test characters, etc)
Ability scores-->Simple Skills-->More involved Skills
------------------> Skill challenges
------------------> Non combat conflict rules
------------------> Old school, roll less approach
Standard Races--> Feat customizable races
------------------> Flexible race features
------------------> Variant, non core, races and sub-races
------------------> Themes, origins, backgrounds, etc
Standard Classes --> Feat customizable classes (--> custom/point buy classes)
------------------> Flexible class features
------------------> Variant, non core, classes
------------------> Variant power sources (psionics, alt magic systems)
----------------(--> see themes above)
9 alignments--> that matters somewhat
------------------> Or not
------------------> Or are different
Spells for some --> Powers for more
------------------> Combat maneuvers
------------------> Meta-magic
----------------(--> Variant power sources (psionics, alt magic systems)
“BECMI with ascending AC” combat --> more grid oriented, attacks of opportunity combat
------------------> Action points
------------------> (more interesting) crits and fumbles
------------------> Parry rolls, facing, other combat options
------------------>Alt defenses (static if saves default…)
------------------> (see power and maneuvers above)
Healing daily, or with a cleric --> more generous resting rules
------------------> Surges
------------------> Wound system
Drop at 0, dead at -10 --> dead at this…or that…but not quite yet
------------------> 0=dead
Opponents in a monster book --> have simple underlying math and can be adjusted easily
------------------> “built” with some work
Standard equipment --> superior/exotic items
------------------> Odd and inferior items
------------------> Alchemical items
------------------> Encumbrance--> bulk system
Default treasure set by DM--> that can sometimes be made or bought
------------------> Formally influenced by PCs
------------------> Cursed
------------------> Intelligent
------------------> Artifact
------------------> Trade goods and non-standard treasure
------------------> Alternate rewards (titles, etc)
------------------> Ray guns and flying cars
Adventure with the party--> +trusted retainers
------------------> Followers, some day
------------------> A castle, some day
------------------> A domain, some day
------------------> Complications (ie a personal life)
------------------> Contacts (with rules for them)
Minimal default setting --> Elaborated default
------------------>Homebrew
------------------> Published setting
------------------> Default cosmology -->Alt cosmology
Last edited: